540 lines
23 KiB
C#
540 lines
23 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using System.Net;
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using System.Reflection;
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using System.Text;
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using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Serialization;
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using OpenSim.Framework.Serialization.External;
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using OpenSim.Region.CoreModules.World.Terrain;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.World.Archiver
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{
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/// <summary>
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/// Handles an individual archive read request
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/// </summary>
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public class ArchiveReadRequest
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// The maximum major version of OAR that we can read. Minor versions shouldn't need a number since version
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/// bumps here should be compatible.
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/// </summary>
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public static int MAX_MAJOR_VERSION = 0;
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protected Scene m_scene;
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protected Stream m_loadStream;
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protected Guid m_requestId;
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protected string m_errorMessage;
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/// <value>
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/// Should the archive being loaded be merged with what is already on the region?
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/// </value>
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protected bool m_merge;
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/// <value>
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/// Should we ignore any assets when reloading the archive?
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/// </value>
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protected bool m_skipAssets;
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/// <summary>
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/// Used to cache lookups for valid uuids.
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/// </summary>
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private IDictionary<UUID, bool> m_validUserUuids = new Dictionary<UUID, bool>();
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public ArchiveReadRequest(Scene scene, string loadPath, bool merge, bool skipAssets, Guid requestId)
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{
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m_scene = scene;
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try
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{
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m_loadStream = new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress);
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}
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catch (EntryPointNotFoundException e)
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Mismatch between Mono and zlib1g library version when trying to create compression stream."
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+ "If you've manually installed Mono, have you appropriately updated zlib1g as well?");
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m_log.Error(e);
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}
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m_errorMessage = String.Empty;
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m_merge = merge;
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m_skipAssets = skipAssets;
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m_requestId = requestId;
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}
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public ArchiveReadRequest(Scene scene, Stream loadStream, bool merge, bool skipAssets, Guid requestId)
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{
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m_scene = scene;
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m_loadStream = loadStream;
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m_merge = merge;
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m_skipAssets = skipAssets;
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m_requestId = requestId;
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}
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/// <summary>
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/// Dearchive the region embodied in this request.
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/// </summary>
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public void DearchiveRegion()
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{
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// The same code can handle dearchiving 0.1 and 0.2 OpenSim Archive versions
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DearchiveRegion0DotStar();
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}
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private void DearchiveRegion0DotStar()
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{
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int successfulAssetRestores = 0;
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int failedAssetRestores = 0;
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List<string> serialisedSceneObjects = new List<string>();
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List<string> serialisedParcels = new List<string>();
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string filePath = "NONE";
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TarArchiveReader archive = new TarArchiveReader(m_loadStream);
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byte[] data;
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TarArchiveReader.TarEntryType entryType;
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try
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{
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while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
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{
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//m_log.DebugFormat(
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// "[ARCHIVER]: Successfully read {0} ({1} bytes)", filePath, data.Length);
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if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
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continue;
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if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
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{
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serialisedSceneObjects.Add(Encoding.UTF8.GetString(data));
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}
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else if (filePath.StartsWith(ArchiveConstants.ASSETS_PATH) && !m_skipAssets)
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{
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if (LoadAsset(filePath, data))
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successfulAssetRestores++;
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else
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failedAssetRestores++;
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if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
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m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets...");
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}
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else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
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{
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LoadTerrain(filePath, data);
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}
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else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
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{
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LoadRegionSettings(filePath, data);
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}
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else if (!m_merge && filePath.StartsWith(ArchiveConstants.LANDDATA_PATH))
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{
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serialisedParcels.Add(Encoding.UTF8.GetString(data));
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}
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else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
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{
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LoadControlFile(filePath, data);
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}
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}
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//m_log.Debug("[ARCHIVER]: Reached end of archive");
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Aborting load with error in archive file {0}. {1}", filePath, e);
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m_errorMessage += e.ToString();
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m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
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return;
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}
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finally
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{
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archive.Close();
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}
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if (!m_skipAssets)
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{
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m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
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if (failedAssetRestores > 0)
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{
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m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
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m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
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}
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}
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if (!m_merge)
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{
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m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
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m_scene.DeleteAllSceneObjects();
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}
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// Try to retain the original creator/owner/lastowner if their uuid is present on this grid
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// otherwise, use the master avatar uuid instead
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// Reload serialized parcels
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m_log.InfoFormat("[ARCHIVER]: Loading {0} parcels. Please wait.", serialisedParcels.Count);
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List<LandData> landData = new List<LandData>();
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foreach (string serialisedParcel in serialisedParcels)
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{
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LandData parcel = LandDataSerializer.Deserialize(serialisedParcel);
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if (!ResolveUserUuid(parcel.OwnerID))
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parcel.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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landData.Add(parcel);
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}
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m_scene.EventManager.TriggerIncomingLandDataFromStorage(landData);
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m_log.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);
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// Reload serialized prims
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m_log.InfoFormat("[ARCHIVER]: Loading {0} scene objects. Please wait.", serialisedSceneObjects.Count);
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IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface<IRegionSerialiserModule>();
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int sceneObjectsLoadedCount = 0;
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foreach (string serialisedSceneObject in serialisedSceneObjects)
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{
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/*
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m_log.DebugFormat("[ARCHIVER]: Loading xml with raw size {0}", serialisedSceneObject.Length);
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// Really large xml files (multi megabyte) appear to cause
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// memory problems
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// when loading the xml. But don't enable this check yet
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if (serialisedSceneObject.Length > 5000000)
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{
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m_log.Error("[ARCHIVER]: Ignoring xml since size > 5000000);");
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continue;
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}
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*/
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SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
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// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
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// on the same region server and multiple examples a single object archive to be imported
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// to the same scene (when this is possible).
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sceneObject.ResetIDs();
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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if (!ResolveUserUuid(part.CreatorID))
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part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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if (!ResolveUserUuid(part.OwnerID))
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part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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if (!ResolveUserUuid(part.LastOwnerID))
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part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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// And zap any troublesome sit target information
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part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
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part.SitTargetPosition = new Vector3(0, 0, 0);
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// Fix ownership/creator of inventory items
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// Not doing so results in inventory items
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// being no copy/no mod for everyone
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lock (part.TaskInventory)
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{
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TaskInventoryDictionary inv = part.TaskInventory;
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foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
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{
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if (!ResolveUserUuid(kvp.Value.OwnerID))
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{
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kvp.Value.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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}
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if (!ResolveUserUuid(kvp.Value.CreatorID))
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{
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kvp.Value.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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}
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}
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}
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}
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if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
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{
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sceneObjectsLoadedCount++;
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sceneObject.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, 0);
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sceneObject.ResumeScripts();
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}
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}
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m_log.InfoFormat("[ARCHIVER]: Restored {0} scene objects to the scene", sceneObjectsLoadedCount);
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int ignoredObjects = serialisedSceneObjects.Count - sceneObjectsLoadedCount;
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if (ignoredObjects > 0)
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m_log.WarnFormat("[ARCHIVER]: Ignored {0} scene objects that already existed in the scene", ignoredObjects);
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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m_scene.EventManager.TriggerOarFileLoaded(m_requestId, m_errorMessage);
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}
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/// <summary>
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/// Look up the given user id to check whether it's one that is valid for this grid.
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/// </summary>
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/// <param name="uuid"></param>
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/// <returns></returns>
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private bool ResolveUserUuid(UUID uuid)
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{
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if (!m_validUserUuids.ContainsKey(uuid))
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{
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UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, uuid);
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if (account != null)
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m_validUserUuids.Add(uuid, true);
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else
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m_validUserUuids.Add(uuid, false);
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}
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if (m_validUserUuids[uuid])
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return true;
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else
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return false;
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}
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/// <summary>
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/// Load an asset
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/// </summary>
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/// <param name="assetFilename"></param>
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/// <param name="data"></param>
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/// <returns>true if asset was successfully loaded, false otherwise</returns>
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private bool LoadAsset(string assetPath, byte[] data)
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{
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// Right now we're nastily obtaining the UUID from the filename
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string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);
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int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
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if (i == -1)
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}. Skipping",
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assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);
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return false;
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}
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string extension = filename.Substring(i);
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string uuid = filename.Remove(filename.Length - extension.Length);
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if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
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{
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sbyte assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];
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if (assetType == (sbyte)AssetType.Unknown)
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m_log.WarnFormat("[ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length, uuid);
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//m_log.DebugFormat("[ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);
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AssetBase asset = new AssetBase(new UUID(uuid), String.Empty, assetType, UUID.Zero.ToString());
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asset.Data = data;
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// We're relying on the asset service to do the sensible thing and not store the asset if it already
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// exists.
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m_scene.AssetService.Store(asset);
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/**
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* Create layers on decode for image assets. This is likely to significantly increase the time to load archives so
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* it might be best done when dearchive takes place on a separate thread
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if (asset.Type=AssetType.Texture)
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{
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IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
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if (cacheLayerDecode != null)
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cacheLayerDecode.syncdecode(asset.FullID, asset.Data);
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}
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*/
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return true;
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}
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else
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
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assetPath, extension);
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return false;
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}
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}
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/// <summary>
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/// Load region settings data
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/// </summary>
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/// <param name="settingsPath"></param>
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/// <param name="data"></param>
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/// <returns>
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/// true if settings were loaded successfully, false otherwise
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/// </returns>
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private bool LoadRegionSettings(string settingsPath, byte[] data)
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{
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RegionSettings loadedRegionSettings;
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try
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{
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loadedRegionSettings = RegionSettingsSerializer.Deserialize(data);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Could not parse region settings file {0}. Ignoring. Exception was {1}",
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settingsPath, e);
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return false;
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}
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RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
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currentRegionSettings.AgentLimit = loadedRegionSettings.AgentLimit;
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currentRegionSettings.AllowDamage = loadedRegionSettings.AllowDamage;
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currentRegionSettings.AllowLandJoinDivide = loadedRegionSettings.AllowLandJoinDivide;
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currentRegionSettings.AllowLandResell = loadedRegionSettings.AllowLandResell;
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currentRegionSettings.BlockFly = loadedRegionSettings.BlockFly;
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currentRegionSettings.BlockShowInSearch = loadedRegionSettings.BlockShowInSearch;
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currentRegionSettings.BlockTerraform = loadedRegionSettings.BlockTerraform;
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currentRegionSettings.DisableCollisions = loadedRegionSettings.DisableCollisions;
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currentRegionSettings.DisablePhysics = loadedRegionSettings.DisablePhysics;
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currentRegionSettings.DisableScripts = loadedRegionSettings.DisableScripts;
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currentRegionSettings.Elevation1NE = loadedRegionSettings.Elevation1NE;
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currentRegionSettings.Elevation1NW = loadedRegionSettings.Elevation1NW;
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currentRegionSettings.Elevation1SE = loadedRegionSettings.Elevation1SE;
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currentRegionSettings.Elevation1SW = loadedRegionSettings.Elevation1SW;
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currentRegionSettings.Elevation2NE = loadedRegionSettings.Elevation2NE;
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currentRegionSettings.Elevation2NW = loadedRegionSettings.Elevation2NW;
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currentRegionSettings.Elevation2SE = loadedRegionSettings.Elevation2SE;
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currentRegionSettings.Elevation2SW = loadedRegionSettings.Elevation2SW;
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currentRegionSettings.FixedSun = loadedRegionSettings.FixedSun;
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currentRegionSettings.ObjectBonus = loadedRegionSettings.ObjectBonus;
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currentRegionSettings.RestrictPushing = loadedRegionSettings.RestrictPushing;
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currentRegionSettings.TerrainLowerLimit = loadedRegionSettings.TerrainLowerLimit;
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currentRegionSettings.TerrainRaiseLimit = loadedRegionSettings.TerrainRaiseLimit;
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currentRegionSettings.TerrainTexture1 = loadedRegionSettings.TerrainTexture1;
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currentRegionSettings.TerrainTexture2 = loadedRegionSettings.TerrainTexture2;
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currentRegionSettings.TerrainTexture3 = loadedRegionSettings.TerrainTexture3;
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currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4;
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currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun;
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currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight;
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currentRegionSettings.Save();
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IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
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if (estateModule != null)
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estateModule.sendRegionHandshakeToAll();
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return true;
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}
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/// <summary>
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/// Load terrain data
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/// </summary>
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/// <param name="terrainPath"></param>
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/// <param name="data"></param>
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/// <returns>
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/// true if terrain was resolved successfully, false otherwise.
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/// </returns>
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private bool LoadTerrain(string terrainPath, byte[] data)
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{
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ITerrainModule terrainModule = m_scene.RequestModuleInterface<ITerrainModule>();
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MemoryStream ms = new MemoryStream(data);
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terrainModule.LoadFromStream(terrainPath, ms);
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ms.Close();
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m_log.DebugFormat("[ARCHIVER]: Restored terrain {0}", terrainPath);
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return true;
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}
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/// <summary>
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/// Load oar control file
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/// </summary>
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/// <param name="path"></param>
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/// <param name="data"></param>
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private void LoadControlFile(string path, byte[] data)
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{
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//Create the XmlNamespaceManager.
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NameTable nt = new NameTable();
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XmlNamespaceManager nsmgr = new XmlNamespaceManager(nt);
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// Create the XmlParserContext.
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XmlParserContext context = new XmlParserContext(null, nsmgr, null, XmlSpace.None);
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XmlTextReader xtr
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= new XmlTextReader(Encoding.ASCII.GetString(data), XmlNodeType.Document, context);
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RegionSettings currentRegionSettings = m_scene.RegionInfo.RegionSettings;
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// Loaded metadata will empty if no information exists in the archive
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currentRegionSettings.LoadedCreationDateTime = 0;
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currentRegionSettings.LoadedCreationID = "";
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while (xtr.Read())
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{
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|
if (xtr.NodeType == XmlNodeType.Element)
|
|
{
|
|
if (xtr.Name.ToString() == "archive")
|
|
{
|
|
int majorVersion = int.Parse(xtr["major_version"]);
|
|
int minorVersion = int.Parse(xtr["minor_version"]);
|
|
string version = string.Format("{0}.{1}", majorVersion, minorVersion);
|
|
|
|
if (majorVersion > MAX_MAJOR_VERSION)
|
|
{
|
|
throw new Exception(
|
|
string.Format(
|
|
"The OAR you are trying to load has major version number of {0} but this version of OpenSim can only load OARs with major version number {1} and below",
|
|
majorVersion, MAX_MAJOR_VERSION));
|
|
}
|
|
|
|
m_log.InfoFormat("[ARCHIVER]: Loading OAR with version {0}", version);
|
|
}
|
|
if (xtr.Name.ToString() == "datetime")
|
|
{
|
|
int value;
|
|
if (Int32.TryParse(xtr.ReadElementContentAsString(), out value))
|
|
currentRegionSettings.LoadedCreationDateTime = value;
|
|
}
|
|
else if (xtr.Name.ToString() == "id")
|
|
{
|
|
currentRegionSettings.LoadedCreationID = xtr.ReadElementContentAsString();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
currentRegionSettings.Save();
|
|
}
|
|
}
|
|
}
|